我很难在我的程序中启用轮换。
点击棋盘上的一个图块并将这些坐标传递给 playMakeMove() ,它在棋盘矩阵中进行移动并设置文本以直观地表示移动。
尽管当涉及 2 个玩家(玩家,RandomAI)时,在使用循环交替转弯后,该方法不起作用。RandomAI 只是连续移动所有动作,玩家只在完全相同的位置移动一次(不等待鼠标点击)。
我认为可以通过等待点击瓷砖(运行方法 playerMakeMove)然后让 RandomAI 轮流来解决这个问题。不知道如何实现这一点。
下面是两个类 BoardGUI 和 Game 还有另一个类(不包括在内)称为 Board。
public class BoardGUI extends Application {
private final int BOARD_SIZE = 15;
private Tile[][] tileBoard = new Tile[BOARD_SIZE][BOARD_SIZE];
private Pane root = new Pane();
private Parent createContent(Game game) {
root.setPrefSize(755, 755);
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
Tile tile = new Tile(i, j);
tile.setTranslateX(j * 50);
tile.setTranslateY(i * 50);
tile.setOnMousePressed(e -> {
System.out.println("tile clicked");
// sets coordinates of tileClicked in game - to be used in making a player move
game.getTile().setRow(tile.getTileRow());
game.getTile().setColumn(tile.getTileCol());
});
root.getChildren().add(tile);
tileBoard[i][j] = tile;
}
}
return root;
}
@Override
public void start(Stage primaryStage) {
Game game = new Game();
Scene scene = new Scene (game.GUI.createContent(game));
primaryStage.setScene(scene);
primaryStage.setTitle("Gomoku");
primaryStage.show();
for (int turns = 0; turns < (game.getBoardSize()*game.getBoardSize()); turns++) {
if(game.getGameOver()) break;
if(!game.isPlayerTurn()) {
//AI make move
game.makeMoveAIRandom(game.getGameBoard());
game.setPlayerTurnTrue();
}
else {
// player make move
game.playerMakeMove(game);
}
}
System.out.println("game over");
}
class Tile extends StackPane {
Text text = new Text();
int row, column;
Tile(int x, int y) {
this.row = x;
this.column = y;
Rectangle border = new Rectangle(50, 50);
border.setFill(Color.BURLYWOOD);
border.setStroke(Color.BLACK);
text.setFont(Font.font(40));
setAlignment(Pos.CENTER);
getChildren().addAll(border, text);
}
void makeMove(Board board, int player, int row, int col) {
System.out.println(row + " " + col);
if (board.isMoveAvailable(row, col)) {
drawTile(player);
makeMoveMatrix(board, player, row, col);
}
System.out.println("makeMove executed");
}
void drawTile(int player) {
System.out.println("setTextTile executed");
text.setText("O");
if (player == 1) text.setFill(Color.BLACK);
else text.setFill(Color.WHITE);
}
void makeMoveMatrix(Board board, int player, int row, int col) {
board.make_move(player, row, col);
}
int getTileRow() { return row; }
void setRow(int row) { this.row = row; }
void setColumn(int column) { this.column = column; }
int getTileCol() { return column; }
}
Tile[][] getTileBoard() { return tileBoard; }
}
public class Game extends BoardGUI {
private final int PLAYER_ONE = 1;
private final int PLAYER_TWO = 2;
BoardGUI GUI;
private Board gameBoard;
private int boardSize = 15;
private int winLength = 5;
private boolean turn = true;
private boolean isGameOver = false;
private Tile tileClicked = new Tile(0, 0);
Game() {
this.gameBoard = new Board(boardSize, winLength);
this.GUI = new BoardGUI();
}
void makeMoveAIRandom(Board gameBoard) {
Random random = new Random();
int index = random.nextInt(gameBoard.availableMoves.size());
int[] move = gameBoard.availableMoves.get(index);
int row = move[0];
int col = move[1];
GUI.getTileBoard()[row][col].makeMove(gameBoard, PLAYER_TWO, move[0], move[1]);
setGameOver(getGameBoard().check_win_all(PLAYER_TWO, row, col));
gameBoard.availableMoves.remove(index);
setPlayerTurnTrue();
}
void playerMakeMove(Game game) {
int row = game.getTile().getTileRow();
int col = game.getTile().getTileCol();
game.GUI.getTileBoard()[row][col].makeMove(game.getGameBoard(), PLAYER_ONE, row, col);
setGameOver(getGameBoard().check_win_all(PLAYER_TWO, row, col));
System.out.println("player taken turn");
setPlayerTurnFalse();
}
Board getGameBoard() { return gameBoard; }
int getBoardSize () { return boardSize; }
boolean isPlayerTurn() { return turn; }
private void setPlayerTurnFalse() { turn = false; }
void setPlayerTurnTrue() { turn = true; }
boolean getGameOver () { return isGameOver; }
private void setGameOver (boolean result) { isGameOver = result; }
Tile getTile () { return tileClicked; }
}